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bdf1992

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hello, im going about doing new weapons and such, just got the 1st one done, daedric sword

 

the textures good, but i wanted to go about changing the normal map, so i map a high quality/res normal that looks way better much more detail

loaded the game and saw that it looked like a light-bulb

 

i went back and realized i left out the alpha, opps

 

added it and saved it

 

loaded the game...it's still a Christmas tree

 

Is there something i need to save t as? i noticed certain option you can save it as and i tried RGB and ARGB and the other ARGB option but it's still really glossy

 

also on a side note what it the _M file in textures?

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hello, im going about doing new weapons and such, just got the 1st one done, daedric sword

 

the textures good, but i wanted to go about changing the normal map, so i map a high quality/res normal that looks way better much more detail

loaded the game and saw that it looked like a light-bulb

 

i went back and realized i left out the alpha, opps

 

added it and saved it

 

loaded the game...it's still a Christmas tree

 

Is there something i need to save t as? i noticed certain option you can save it as and i tried RGB and ARGB and the other ARGB option but it's still really glossy

 

also on a side note what it the _M file in textures?

 

Looks like _m and alpha channel in _n textures are similar somehow which leads me to believing that one of those might be an occlusion map. Just make one of those completely black and see which removes gloss/shine. What alpha channel/extra texture do is dictated by a shader instructions. Unfortunately I wasn't able to decode fxp files. From what I've seen fiddling with environment textures, that _n alpha channel is occlusion and _m textures are proper shine/metallicness info for objects. I might be wrong though so don't take my word for granted.

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Looks like _m

Is a env map mask map. it masks env reflection map. Like spec, gloss, glow, it's used to get different material definitions on the same sheet. 1 shader to rule them all, instead of splitting the mesh, which is not often feasible or desired, and setting up extra materials, it just uses one.

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No. you can name textures anything you want, the suffix is just an easy way to quickly see what is what. You have to enable the correct shader and hook the textures in at the nif level to get the game to associate textures with a certain mesh.

 

there are also texture sets which can override the textures that are assigned to the nif in it's shader. these are found in the esp files.

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